I did not know this table, the truth is that it has a fabulous appearance.
what does not encourage me to download it is that it is not finished, as I have been able to read.
It would be a pity if he did not finish doing it.
Thank you very much Krobar74, Very good work!

thanks for the table I will try to finish it at the moment I have more then enough projects to keep me entertained, but from the looks of it. I don’t think I will be able to add much

Will look into the flippers

Capcom tables have two Lamp boards Matrix A and Matrix B; each GI light is mapped to an individual rom ID number on the Matrix B board. I can easily map each Lamp to an ID number but I do not know the location of that lamp.

Only a person that has access to a real machine and can run a GI lamp test will be able to identify the location of each lamp.

if my explanation is not good enough. Open the table KingPin ( by Capcom not the EM table). I tried to updated that table but got lazy when I realized that I had to updated each individual GI light. if anyone wants to take over that project, The table has been given a full script and VPX10.5 makeover, the only thing to do is update is the lighting witch includes all the GI and Solenoid flashers. the playfield lights have been updated to use JPs subroutines. But the most important step is to get permission to mod from ICPjuggalo.

I use the default VPX gates, so more then likely I will be removing the primitive gates,

I don’t use reflections, so that problem also goes away.

see a table you like help me find the resources so that I can finish it
https://www.dropbox.com/sh/7qtake9whi5ium2/AAB4K4W78oMVlqSxTzKtGHTHa?dl=0

Attachments:

btw I have a 4k playfield with a GTX970 and I always have to turn off 4xAA, Post-Proc AA and in-game AO for all tables to run smooth, so also for this one. On a 4k system you don’t realize any difference, but maybe people should try this out…

there is a workaround with Capcom tables for this but never got to it.

That is a vpinmame issue. Flippers aren’t supported properly for Capcom, so authors have various hacks to try and simulate flipper activation. I’ve been recently adding Fast flip support which would help in this case. I’ll look into adding it for this table.

The update to VPM to support fast flips for this ROM is complete. Once the new VPM and VPX builds come out (you’ll need updated vpinmame.dll and capcom.vbs), all you’ll need to do is change UseSolenoids=2 in order for tilt to work on this table. There’s some extra code from the faking that is no longer necessary, but it probably doesn’t hurt anything to leave it. They aren’t out yet though, so wait until they are, without them you’ll just get dead flippers. :)

Rocking table this one! Was a while ago since the last post, but did GI and lighting get done? I’d be happy to give it a go on the latest version if someone has it that could send to me? a version that was close to 1.0? (and not the one to download above).